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What Works Clearinghouse, 2015
In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…
Descriptors: Educational Games, Grade 6, Instructional Effectiveness, Mathematics
Wolf, Patrick; Gutmann, Babette; Puma, Michael; Kisida, Brian; Rizzo, Lou; Eissa, Nada; Carr, Matthew – National Center for Education Evaluation and Regional Assistance, 2010
The District of Columbia School Choice Incentive Act of 2003, passed by Congress in January 2004, established the first federally funded, private school voucher program in the United States. Since that time, more than 8,400 students have applied for what is now called the DC Opportunity Scholarship Program (OSP), and a rigorous evaluation of the…
Descriptors: Private Schools, Graduation Rate, School Choice, Educational Environment
Blackwell, Lisa S.; Trzesniewski, Kali H.; Dweck, Carol Sorich – Child Development, 2007
Two studies explored the role of implicit theories of intelligence in adolescents' mathematics achievement. In Study 1 with 373 7th graders, the belief that intelligence is malleable (incremental theory) predicted an upward trajectory in grades over the two years of junior high school, while a belief that intelligence is fixed (entity theory)…
Descriptors: Grade 7, Intervention, Experimental Groups, Mathematics Achievement
Hall, Bruce W.; Bacon, Tina P. – Journal of School Violence, 2005
This study examined the effectiveness of the Too Good for Violence Prevention Program (TGFV), a multifaceted interactive intervention. Grounded in Bandura's Social Learning Theory, the TGFV curricula focus on developing personal and interpersonal skills to solve conflict non-violently and resist social influences that lead to violence.…
Descriptors: Learning Theories, Socialization, Prevention, Student Surveys